"Agartha is inspired by fantasy RPG's in general, and an Earth Dawn setting of my brother's imagination, ripe with mummified ancestors entombed in ancient cavern halls, in particular. Old ideas of a race of pale, cave-dwelling humanoids from my ideas of the game “Shepherds of Creation” completed the conglomerate. Think of opulent halls adorned with riches of the deeper earth in which reside ancient bloated oracles with pallid skins ruling their kin with increasing desperation; desperation because their proud race is dying. Agartha is perhaps the most tragic of the nations in Dominions. Surviving oracles cling to memories of a glorious past unable to stop the unavoidable disappearance of their ancient race. I wanted a sense of loss to permeate the nation. " -Illwinter
In dark caverns under the Roots of the Earth a strange kind of one-eyed humanoids once evolved. Untouched by the sun, they became known to humans as the Pale Ones. When humans first met these pale giants, it was in war. With the destruction of the false god of the Pale Ones, an ancient Seal was broken and vast powers of destruction were released. The Pale Ones were almost wiped out of existence and humans could move down into the caverns of Agartha. Here they found fabulous riches and ancient secrets. The humans replaced the Pale Ones and now all Agarthans are pale-skinned humans with large eyes. Everything left by the Ancients became subject to worship in Agartha. At first, statues of the Ancients were adored and animated by the Golem Crafters, but most of the statues were destroyed during the great war and new forms of worship have evolved. The mummified remains of the now-extinct Pale Ones are worshipped and reanimated by necromancer-priests. While the mummies of Pale Ones are sacred, the human dead are not treated with the same respect. Used for menial tasks and warfare, the dead of Agartha now walk side by side with the living.
How the nation plays and what it is good at should go here, aka why would it be cool to play, whats good about it (in general terms) and where they falter possibily there could be a standard for nation classification (sacred heavy, elves, communion nation, blood nation, research, economical, forging, stealth, thug based etc)
Special Race Attributes | Military | Magic Access | Priests | Buildings |
---|---|---|---|---|
Humans: ![]() | Med. & Hvy. Infantry Drake Calvary Undead Summons | ![]() ![]() ![]() ![]() ![]() | Average (![]() Summons: ![]() ![]() ![]() | ![]() Extra Gold and Resources from Cave Forts |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
![]() | Agarthan Scout![]() ![]() ![]() | ![]() ![]() ![]() ![]() | Pretty much an indy scout. Not worth a fort turn if it isn't utterly necessary. |
![]() | Cave Captain![]() ![]() ![]() | ![]() | 80 leadership so he gives formations. Nothing else of note. |
![]() | Gate Lord![]() ![]() ![]() | ![]() ![]() | |
![]() | Drake Lord![]() ![]() ![]() | ![]() mounted dying Shape(Cave Drake) | |
![]() | Attendant of the Dead![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | |
![]() | Ktonian Reanimator![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() Summon in battle(Soulless) | |
![]() | Ktonian Alchemist![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
![]() | Blindlord![]() ![]() ![]() | ![]() ![]() ![]() ![]() | |
![]() | Servant of the Oracles![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
![]() | Ktonian Necromancer![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
![]() | Agarthan Light Infantry![]() ![]() ![]() | ![]() | Cheap and lightly geared indies in disguise. Good if you need mass to your armies or during expansion. |
![]() | Agarthan Infantry![]() ![]() ![]() | ![]() | Gold cheap and well geared indy troops in disguise. Unexceptional but reliable. |
![]() | Agarthan Heavy Infantry![]() ![]() ![]() | ![]() | Not much different from the medium Agarthan Infantry just with slightly heavier armor. Particularly vulnerable to fatigue plays but also particularly durable when given fooskin and/or legions of steel. |
![]() | Agarthan Light Crossbowman![]() ![]() ![]() | ![]() | |
![]() | Agarthan Crossbowman![]() ![]() ![]() | ![]() | |
![]() | Agarthan Heavy Crossbowman![]() ![]() ![]() | ![]() | |
![]() | Entrance Guard![]() ![]() ![]() | ![]() ![]() | |
![]() | Blindfighter![]() ![]() ![]() | ![]() ![]() ![]() ![]() | |
![]() | Cave Knight![]() ![]() ![]() | ![]() mounted dying Shape(Cave Drake) | |
![]() | Agarthan Sapper![]() ![]() ![]() | ![]() ![]() |
Sprite | Unit Name | SpecialAttributes | Comments |
---|---|---|---|
![]() | Eckhart von Kohlbrunn - Master of Alchemical Secrets | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summons in battle:(Living Mercury) |
What magic path/mages define your nation, what can you level, e.g. thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable
Earth (max 4)
Fire (max 1)
Water (max 1, 2 with national summon)
Death (max 2)
What is the best spell you can use in combat. What spells the best support your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have?
What is the best ritual you could cast. Are their any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?
Do you have any National items(Price and required Paths), Discounted items(Reduced Price and required Paths)? Any unique items few nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for
How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly
youtube of someone discussing the nation
guide page on steam??
forum thread or AAR